Moreover, no game is the same as any previous one, as the dungeon levels, monster encounters, and treasures are procedurally generated for each playthrough. The player must restart with a fresh character as the dead character cannot respawn, or be brought back by reloading from a saved state. Rogue implements permadeath as a design choice to make each action by the player meaningful-should the player-character lose all their health via combat or other means, that player character is dead. Rogue is turn-based, taking place on a square grid represented in ASCII or other fixed character set, allowing players to have time to determine the best move to survive. Along the way, players can collect treasures that can help them offensively or defensively, such as weapons, armor, potions, scrolls, and other magical items. The player character must fend off an array of monsters that roam the dungeons. In Rogue, players control a character as they explore several levels of a dungeon seeking the Amulet of Yendor located in the dungeon's lowest level. Additional ports to modern systems have been made since by other parties using the game's now- open source code. Design and financially supported by the Epyx software publishers. Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. It was later included in the Berkeley Software Distribution 4.2 operating system (4.2BSD). Rogue was originally developed around 1980 for Unix-based minicomputer systems as a freely distributed executable. Rogue (also known as Rogue: Exploring the Dungeons of Doom) is a dungeon crawling video game by Michael Toy and Glenn Wichman with later contributions by Ken Arnold. Amiga, Amstrad CPC, Atari 8-bit, Atari ST, Commodore 64, CP/M, DOS, Macintosh, TOPS-20, TRS-80 CoCo, Unix, ZX Spectrum
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